Perks

The new system in Call of Duty: Ghosts has more Perks than ever before. Every Perk has a set point value from one to five with a total cap of eight points. Use your budget to choose any Perk. Players are empowered more than ever before, for example, choose 4 Perks each valued at two points apiece, or even 8 Perks, each valued at one unit. Players can even choose to go without their primary weapon, secondary weapon and equipment altogether to open up to 12 points worth of Perks.

Perks can be unlocked two ways. The first is the classic way, which involves leveling up and unlocking them. The second involves purchasing them with Squad Points. This can be costly early on though, as most of the perks cost 6-9 Squad Points to purchase. (*Tip: New players should wait and earn these perks by leveling up. Spend Squad Points on weapons.)

The Handling Perk class affects a player's weapon handling ability such as allowing them to throw grendades further and reload while sprinting. (Includes Perks such as On the Go, Quickdraw and Reflex.)

The Elite Perk class are some of the most innovative in Call of Duty: Ghosts. A miscellaneous gathering of Perks that a player must experience to truly understand. (Includes Perks such as Gambler, Ping and Deadeye.)

With so many perks to choose from, it might be tough to know just what to use. We came up with a few combinations to get you started. If you have some great ones of your own, feel free to add them to each indiviudal Perk class. (Listed above.)

This combination is designed to give you the maximum amount of mobility, while also remaining silent. Running causes a lot of noise, so Dead Silence is a must to keep you quiet as you sprint around the map. Lethal and Tactical options are removed, in favor of more perks. Mix these with 2 silenced weapons, and you will almost never appear on the minimap, and for brief moments that you do, you will be able to out run and out maneuver any hostiles that come your way.

This combo is designed to keep you alive for the longest amount of time. You are highly resistant to equipment damage, and any damage you do receive will be healed more quickly with ICU. Since your goal is to stay alive longer, Scavenger is very handy as you will be running low on ammo on those very long lives.

This setup is light on perks, heavy on dishing out death. Deadeye will increase your damage the more kills you get. Overkill will let you spawn with two weapons. This is great for setting up long range and close range options, i.e a Marksman Rifle and a Shotgun. Wrapping it up is ICU, which will help get your health back in the event you take a round.

This combination of perks is designed to give you long term, sustained fire. You will spawn with the maximum amount of ammo, be able to resupply on the go and will have faster reload times, allowing for less down time between firing. With Steady Aim active, you can also fire from the hip more liberally as your bullets will have a tighter spread. This is a great combo to use for LMG's with huge clips, or SMG's that you just want to keep firing without a care in the world.